pandemonium_engine_docs/classes/class_particles.rst

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/Particles.xml.
.. _class_Particles:
Particles
=========
**Inherits:** :ref:`GeometryInstance<class_GeometryInstance>` **<** :ref:`VisualInstance<class_VisualInstance>` **<** :ref:`CullInstance<class_CullInstance>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
GPU-based 3D particle emitter.
Description
-----------
3D particle node used to create a variety of particle systems and effects. ``Particles`` features an emitter that generates some number of particles at a given rate.
Use the ``process_material`` property to add a :ref:`ParticlesMaterial<class_ParticlesMaterial>` to configure particle appearance and behavior. Alternatively, you can add a :ref:`ShaderMaterial<class_ShaderMaterial>` which will be applied to all particles.
\ **Note:** ``Particles`` only work when using the GLES3 renderer. If using the GLES2 renderer, use :ref:`CPUParticles<class_CPUParticles>` instead. You can convert ``Particles`` to :ref:`CPUParticles<class_CPUParticles>` by selecting the node, clicking the **Particles** menu at the top of the 3D editor viewport then choosing **Convert to CPUParticles**.
\ **Note:** On macOS, ``Particles`` rendering is much slower than :ref:`CPUParticles<class_CPUParticles>` due to transform feedback being implemented on the CPU instead of the GPU. Consider using :ref:`CPUParticles<class_CPUParticles>` instead when targeting macOS.
\ **Note:** After working on a Particles node, remember to update its :ref:`visibility_aabb<class_Particles_property_visibility_aabb>` by selecting it, clicking the **Particles** menu at the top of the 3D editor viewport then choose **Generate Visibility AABB**. Otherwise, particles may suddenly disappear depending on the camera position and angle.
Tutorials
---------
- :doc:`Controlling thousands of fish with Particles <../tutorials/performance/vertex_animation/controlling_thousands_of_fish>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
Properties
----------
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`int<class_int>` | :ref:`amount<class_Particles_property_amount>` | ``8`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`DrawOrder<enum_Particles_DrawOrder>` | :ref:`draw_order<class_Particles_property_draw_order>` | ``0`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_1<class_Particles_property_draw_pass_1>` | |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_2<class_Particles_property_draw_pass_2>` | |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_3<class_Particles_property_draw_pass_3>` | |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`Mesh<class_Mesh>` | :ref:`draw_pass_4<class_Particles_property_draw_pass_4>` | |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`int<class_int>` | :ref:`draw_passes<class_Particles_property_draw_passes>` | ``1`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`bool<class_bool>` | :ref:`emitting<class_Particles_property_emitting>` | ``true`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`float<class_float>` | :ref:`explosiveness<class_Particles_property_explosiveness>` | ``0.0`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`int<class_int>` | :ref:`fixed_fps<class_Particles_property_fixed_fps>` | ``0`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`bool<class_bool>` | :ref:`fract_delta<class_Particles_property_fract_delta>` | ``true`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`float<class_float>` | :ref:`lifetime<class_Particles_property_lifetime>` | ``1.0`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`bool<class_bool>` | :ref:`local_coords<class_Particles_property_local_coords>` | ``true`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`bool<class_bool>` | :ref:`one_shot<class_Particles_property_one_shot>` | ``false`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`float<class_float>` | :ref:`preprocess<class_Particles_property_preprocess>` | ``0.0`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`Material<class_Material>` | :ref:`process_material<class_Particles_property_process_material>` | |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`float<class_float>` | :ref:`randomness<class_Particles_property_randomness>` | ``0.0`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`float<class_float>` | :ref:`speed_scale<class_Particles_property_speed_scale>` | ``1.0`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
| :ref:`AABB<class_AABB>` | :ref:`visibility_aabb<class_Particles_property_visibility_aabb>` | ``AABB( -4, -4, -4, 8, 8, 8 )`` |
+--------------------------------------------+--------------------------------------------------------------------+---------------------------------+
Methods
-------
+-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`AABB<class_AABB>` | :ref:`capture_aabb<class_Particles_method_capture_aabb>` **(** **)** |const| |
+-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Mesh<class_Mesh>` | :ref:`get_draw_pass_mesh<class_Particles_method_get_draw_pass_mesh>` **(** :ref:`int<class_int>` pass **)** |const| |
+-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`restart<class_Particles_method_restart>` **(** **)** |
+-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_draw_pass_mesh<class_Particles_method_set_draw_pass_mesh>` **(** :ref:`int<class_int>` pass, :ref:`Mesh<class_Mesh>` mesh **)** |
+-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
Enumerations
------------
.. _enum_Particles_DrawOrder:
.. _class_Particles_constant_DRAW_ORDER_INDEX:
.. _class_Particles_constant_DRAW_ORDER_LIFETIME:
.. _class_Particles_constant_DRAW_ORDER_VIEW_DEPTH:
enum **DrawOrder**:
- **DRAW_ORDER_INDEX** = **0** --- Particles are drawn in the order emitted.
- **DRAW_ORDER_LIFETIME** = **1** --- Particles are drawn in order of remaining lifetime.
- **DRAW_ORDER_VIEW_DEPTH** = **2** --- Particles are drawn in order of depth.
Constants
---------
.. _class_Particles_constant_MAX_DRAW_PASSES:
- **MAX_DRAW_PASSES** = **4** --- Maximum number of draw passes supported.
Property Descriptions
---------------------
.. _class_Particles_property_amount:
- :ref:`int<class_int>` **amount**
+-----------+-------------------+
| *Default* | ``8`` |
+-----------+-------------------+
| *Setter* | set_amount(value) |
+-----------+-------------------+
| *Getter* | get_amount() |
+-----------+-------------------+
The number of particles emitted in one emission cycle (corresponding to the :ref:`lifetime<class_Particles_property_lifetime>`).
\ **Note:** Changing :ref:`amount<class_Particles_property_amount>` will reset the particle emission, therefore removing all particles that were already emitted before changing :ref:`amount<class_Particles_property_amount>`.
----
.. _class_Particles_property_draw_order:
- :ref:`DrawOrder<enum_Particles_DrawOrder>` **draw_order**
+-----------+-----------------------+
| *Default* | ``0`` |
+-----------+-----------------------+
| *Setter* | set_draw_order(value) |
+-----------+-----------------------+
| *Getter* | get_draw_order() |
+-----------+-----------------------+
Particle draw order. Uses :ref:`DrawOrder<enum_Particles_DrawOrder>` values.
----
.. _class_Particles_property_draw_pass_1:
- :ref:`Mesh<class_Mesh>` **draw_pass_1**
+----------+---------------------------+
| *Setter* | set_draw_pass_mesh(value) |
+----------+---------------------------+
| *Getter* | get_draw_pass_mesh() |
+----------+---------------------------+
:ref:`Mesh<class_Mesh>` that is drawn for the first draw pass.
----
.. _class_Particles_property_draw_pass_2:
- :ref:`Mesh<class_Mesh>` **draw_pass_2**
+----------+---------------------------+
| *Setter* | set_draw_pass_mesh(value) |
+----------+---------------------------+
| *Getter* | get_draw_pass_mesh() |
+----------+---------------------------+
:ref:`Mesh<class_Mesh>` that is drawn for the second draw pass.
----
.. _class_Particles_property_draw_pass_3:
- :ref:`Mesh<class_Mesh>` **draw_pass_3**
+----------+---------------------------+
| *Setter* | set_draw_pass_mesh(value) |
+----------+---------------------------+
| *Getter* | get_draw_pass_mesh() |
+----------+---------------------------+
:ref:`Mesh<class_Mesh>` that is drawn for the third draw pass.
----
.. _class_Particles_property_draw_pass_4:
- :ref:`Mesh<class_Mesh>` **draw_pass_4**
+----------+---------------------------+
| *Setter* | set_draw_pass_mesh(value) |
+----------+---------------------------+
| *Getter* | get_draw_pass_mesh() |
+----------+---------------------------+
:ref:`Mesh<class_Mesh>` that is drawn for the fourth draw pass.
----
.. _class_Particles_property_draw_passes:
- :ref:`int<class_int>` **draw_passes**
+-----------+------------------------+
| *Default* | ``1`` |
+-----------+------------------------+
| *Setter* | set_draw_passes(value) |
+-----------+------------------------+
| *Getter* | get_draw_passes() |
+-----------+------------------------+
The number of draw passes when rendering particles.
----
.. _class_Particles_property_emitting:
- :ref:`bool<class_bool>` **emitting**
+-----------+---------------------+
| *Default* | ``true`` |
+-----------+---------------------+
| *Setter* | set_emitting(value) |
+-----------+---------------------+
| *Getter* | is_emitting() |
+-----------+---------------------+
If ``true``, particles are being emitted.
----
.. _class_Particles_property_explosiveness:
- :ref:`float<class_float>` **explosiveness**
+-----------+--------------------------------+
| *Default* | ``0.0`` |
+-----------+--------------------------------+
| *Setter* | set_explosiveness_ratio(value) |
+-----------+--------------------------------+
| *Getter* | get_explosiveness_ratio() |
+-----------+--------------------------------+
Time ratio between each emission. If ``0``, particles are emitted continuously. If ``1``, all particles are emitted simultaneously.
----
.. _class_Particles_property_fixed_fps:
- :ref:`int<class_int>` **fixed_fps**
+-----------+----------------------+
| *Default* | ``0`` |
+-----------+----------------------+
| *Setter* | set_fixed_fps(value) |
+-----------+----------------------+
| *Getter* | get_fixed_fps() |
+-----------+----------------------+
The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
----
.. _class_Particles_property_fract_delta:
- :ref:`bool<class_bool>` **fract_delta**
+-----------+-----------------------------+
| *Default* | ``true`` |
+-----------+-----------------------------+
| *Setter* | set_fractional_delta(value) |
+-----------+-----------------------------+
| *Getter* | get_fractional_delta() |
+-----------+-----------------------------+
If ``true``, results in fractional delta calculation which has a smoother particles display effect.
----
.. _class_Particles_property_lifetime:
- :ref:`float<class_float>` **lifetime**
+-----------+---------------------+
| *Default* | ``1.0`` |
+-----------+---------------------+
| *Setter* | set_lifetime(value) |
+-----------+---------------------+
| *Getter* | get_lifetime() |
+-----------+---------------------+
The amount of time each particle will exist (in seconds).
----
.. _class_Particles_property_local_coords:
- :ref:`bool<class_bool>` **local_coords**
+-----------+----------------------------------+
| *Default* | ``true`` |
+-----------+----------------------------------+
| *Setter* | set_use_local_coordinates(value) |
+-----------+----------------------------------+
| *Getter* | get_use_local_coordinates() |
+-----------+----------------------------------+
If ``true``, particles use the parent node's coordinate space. If ``false``, they use global coordinates.
----
.. _class_Particles_property_one_shot:
- :ref:`bool<class_bool>` **one_shot**
+-----------+---------------------+
| *Default* | ``false`` |
+-----------+---------------------+
| *Setter* | set_one_shot(value) |
+-----------+---------------------+
| *Getter* | get_one_shot() |
+-----------+---------------------+
If ``true``, only ``amount`` particles will be emitted.
----
.. _class_Particles_property_preprocess:
- :ref:`float<class_float>` **preprocess**
+-----------+-----------------------------+
| *Default* | ``0.0`` |
+-----------+-----------------------------+
| *Setter* | set_pre_process_time(value) |
+-----------+-----------------------------+
| *Getter* | get_pre_process_time() |
+-----------+-----------------------------+
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
----
.. _class_Particles_property_process_material:
- :ref:`Material<class_Material>` **process_material**
+----------+-----------------------------+
| *Setter* | set_process_material(value) |
+----------+-----------------------------+
| *Getter* | get_process_material() |
+----------+-----------------------------+
:ref:`Material<class_Material>` for processing particles. Can be a :ref:`ParticlesMaterial<class_ParticlesMaterial>` or a :ref:`ShaderMaterial<class_ShaderMaterial>`.
----
.. _class_Particles_property_randomness:
- :ref:`float<class_float>` **randomness**
+-----------+-----------------------------+
| *Default* | ``0.0`` |
+-----------+-----------------------------+
| *Setter* | set_randomness_ratio(value) |
+-----------+-----------------------------+
| *Getter* | get_randomness_ratio() |
+-----------+-----------------------------+
Emission randomness ratio.
----
.. _class_Particles_property_speed_scale:
- :ref:`float<class_float>` **speed_scale**
+-----------+------------------------+
| *Default* | ``1.0`` |
+-----------+------------------------+
| *Setter* | set_speed_scale(value) |
+-----------+------------------------+
| *Getter* | get_speed_scale() |
+-----------+------------------------+
Speed scaling ratio. A value of ``0`` can be used to pause the particles.
----
.. _class_Particles_property_visibility_aabb:
- :ref:`AABB<class_AABB>` **visibility_aabb**
+-----------+---------------------------------+
| *Default* | ``AABB( -4, -4, -4, 8, 8, 8 )`` |
+-----------+---------------------------------+
| *Setter* | set_visibility_aabb(value) |
+-----------+---------------------------------+
| *Getter* | get_visibility_aabb() |
+-----------+---------------------------------+
The :ref:`AABB<class_AABB>` that determines the node's region which needs to be visible on screen for the particle system to be active.
Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The :ref:`AABB<class_AABB>` can be grown via code or with the **Particles → Generate AABB** editor tool.
\ **Note:** If the :ref:`ParticlesMaterial<class_ParticlesMaterial>` in use is configured to cast shadows, you may want to enlarge this AABB to ensure the shadow is updated when particles are off-screen.
Method Descriptions
-------------------
.. _class_Particles_method_capture_aabb:
- :ref:`AABB<class_AABB>` **capture_aabb** **(** **)** |const|
Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
----
.. _class_Particles_method_get_draw_pass_mesh:
- :ref:`Mesh<class_Mesh>` **get_draw_pass_mesh** **(** :ref:`int<class_int>` pass **)** |const|
Returns the :ref:`Mesh<class_Mesh>` that is drawn at index ``pass``.
----
.. _class_Particles_method_restart:
- void **restart** **(** **)**
Restarts the particle emission, clearing existing particles.
----
.. _class_Particles_method_set_draw_pass_mesh:
- void **set_draw_pass_mesh** **(** :ref:`int<class_int>` pass, :ref:`Mesh<class_Mesh>` mesh **)**
Sets the :ref:`Mesh<class_Mesh>` that is drawn at index ``pass``.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`